The Harbinger Image
Prerequisite: Requires succeeding the Wisdom saving throw in a Nightmare encounter and rolling The Harbinger.
 

Nightmare. You have seen what slumbers in the void between worlds. As their herald, tentacles erupt from your hand, ensnaring your enemy.

As a bonus action, you can seize an enemy with your tentacled hand, pulling them towards you or pushing them away. Choose one creature within 15 feet of you. That creature must make a DC 13 Strength saving throw or take 1d12 + your proficiency modifier of bludgeoning damage and be pulled or pushed 15 feet in a straight line. On a success, the creature takes half damage and isn’t moved.

You can use this ability once before refreshing it in town using Performing Sacred Rites or Religious Service Downtime actions.

At Higher Levels. The attack deals an extra 1d12 bludgeoning damage and the ability DC increases by 2 when you reach 5th level, 10th level, 15th level, and 20th level.

The Harbinger Image